8th Ed. My first Lizard list to take the field

Discussion in 'Lizardmen Army Lists' started by Wildboar, Jan 21, 2011.

  1. Wildboar
    Skink

    Wildboar New Member

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    Hey there,

    As I said in introductions yesterday I'm new to Lizards and wanting some of you pro's to run an eye over my first army list please.

    We will be playing a series of round robin games of 1,000pt games. My two opponents will be playing High Elves and Dark Elves respectively.

    Here goes:

    Heroes:

    Skink Chief; Light Armour, Enchanted Shield, Sword of Might, Blowpipe, Venom of the Firefly Frog

    Skink Priest; Level 2, Plaque of Tepok, Blood Statuette of Spite

    Core:

    25 Saurus Warriors, Full Command

    10 Skink Skirmishers, Javelin and Shield

    10 Skink Skirmishers, Javelin and Shield

    26 Skinks, 3 Kroxigor

    Well thats it, any thoughts?

    Many thanks
     
  2. casper slok
    Skink

    casper slok New Member

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    Heyy,
    I play a lot against elves as well, high elves, but I think dark elves are just slightly differend and with other kind of spells and a little faster.

    you should know how elves are:
    -ranged!
    -strong magic [do NOT underestimate elven magic]
    -besides there magic there also is lots of strenght.

    so you opponent can do a lot of things, using ranged and magic or ranged with blockers to keep you from the( overpowered) bolt thrower!
    or just surprise and atk with a lot of cold ones and some warriors!

    you should think about a nice heroe like scar vet. or skink priest (lvl 2!) feather cloak. depends on the way you wanna go.

    skinks are cheap (6 PTS!) use blow pipe (2 atk) and take 2x 24 skinks that will be over 90 poisoness shots each turn! for less then 300 pts, since elves are verry expensive you can easilly kill a heroe or something strong (or just an entire special unit) wich will be more then 300 points.

    think about saurus warriors, leave them as they are, it is easy they have 2 atk. so spears are useless and the promotion isnt worth, take 2x10 or m8be 3x10 units will be 120 points/regiment.

    last some special units like cold ones (beef them up, its expensive but verry effective) OR 3 croxigors, the cold ones (1x5) will be verry expensive the crox are cheaper you should consider weither you choose cold ones or crox wich rare u choose.

    rare is verry long ranged, hire ogre buccaneers from dogs of war, (quite cheap) or put in some salamanders (most of time not really worth there points) or a stegadon (wich can distract the enemy heavily) the enemy WILL focus on the stegadon and try to kill it first and will forget about your cold ones killing them.

    Good luck!


    Cas
     
  3. Arli
    Skink Priest

    Arli Moderator Staff Member

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    What I think you need is chameleons and salamanders. In 8th edition, cold one cavalry are expensive and useless. In order for them to be effective, you need at least 10. That is too expensive. 2 units of 6 chameleons can take out 2 warmachines in a turn (potentially). You can even split them to attack two seperate targets.

    Salamanders in 8th edition border on being broken. These beasts can march and shoot. Those large blocks of units that are popular in 8th edition are kindling for these. Ideally, position your salamanders about 7 inches away from the unit (flank is even better).

    The biggest problem when playing HE is the ASF rule. They will always get the first hit. If their Iniative is higher, they also get to reroll misses. That sucks.

    Your skink chief should be put with the skrox unit as it will be stubborn against most of the HE or DE. As far as skirmshers go, I would probably take standard cohorts myself. I find more often than not that by the time I move that I lose the poison ability. If at greater than half distance away that would be -1 for moving, -1 for greater than 6 inches away, and double tap -1. That makes those skirmishers not as good (in my opinoin). Whereas the cohorts can have full command and get a parry save.

    Just some thoughts...
     
  4. Wildboar
    Skink

    Wildboar New Member

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    Yeah I toyed with the idea of taking normal units of skinks but then considered that the skirmish units allow considerably more maneuvarability and shooting on the march with a lot less modifiers for the Javelins as opposed to the Blowpipes. Plus they get a 6+ Ward Save should they ever charge War Machine crews etc. Not a lot of help but a little help all the same. Plus were I to give the regular Skink units a command they will still probably get beat in combat and I'm just giving away VP's for the standard. I'll try both and see what works best.

    Like your idea for the Salamander, I might drop a Krox and a few Skinks to fit one in. Not sure where else I could trim the points to make one fit.

    Thanks for the ideas, keep them coming! :)
     
  5. Wildboar
    Skink

    Wildboar New Member

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    Hey guys,

    Following my recent post about my initial 1,000pt Lizard debut army I thought I would drop a line to show you the list I eventually took and a little brief on how I got on.

    My opponent was Dark Elves,

    Here's the list I took;

    Heroes:

    Skink Chief; Light Armour, Enchanted Shield, Sword of Might, Blowpipe, Venom of the Firefly Frog

    Skink Priest; Level 2, Plaque of Tepok, Blood Statuette of Spite

    Core:

    20 Saurus Warriors; Full Command

    10 Skink Skirmishers; Javelins, Shields and Skink Brave

    10 Skink Skirmishers; Javelins, Shields and Skink Brave

    25 Skinks; Full Command, 2 x Kroxigor

    Rare:

    Salamander; Extra Skink Crew

    Turn 1

    The Dark Elves took the first turn and with his 2 units of crossbowmen remaining still only his Cold Ones did any moving. His block of Spearmen stayed put in the centre. The magic phase was a none entity with only a roll of 3. My Skink Chief decided to spice things up by headbutting a very fast moving Bolt which plucked him from his feet and leaving me a tad deflated!

    I started my turn by marching my Salamander up to face the flank of the Cold One Knights. My left unit of Skirmishers marched round a wood to help protect from the large number of crossbow shots I was sure to face next turn. I cast Iceshard Blizzard on the central unit of Crossbowmen to lessen the fire they could dish out. A big thanks to Arli here who suggested I include a Salamander in my army as it proceeded to kill 3 of the 5 Cold One Knights and wounded his Hero! I remember smiling a lot at this point.

    Turn 2

    The Dark Elves started by charging my right unit of Skirmishers with the Hero and last remaining Cold One Knight. My Shoot reaction failed to do anything. Boo. He successfully cast Melkoths Miasma on my Saurus, slowing them down but thankfully I dispelled his Pit of Shades that was aimed at the same unit. His crossbowmen fired through the woods at my Skirmishers and killed 2. The central crossbowmen opened up at my Skrox unit and felled 5 Skinks and wounded a Krox while the Repeater Bolt Thrower killed 2 Saurus. The combat phase was as short as it was easy for the Elves, butchering 7 and running down the rest. They reformed to face the flank of my Skrox unit, a little sloppy on my part for poor positioning.
    I started by reforming with my Skrox unit to face the Cold Ones, while my Saurus limped forward. My last unit of Skirmishers moved from around the woods and took aim at the crossbowmen. The Salamander moved further up the right and tried to get to the flank of the central crossbowmen. My Iceshard Blizzard was dispelled but I managed to cast Harmonic Convergence on the Skrox unit. I lost 2 Skink handlers to a moody Salamander whilst the Skirmishers felled 3 crossbowmen.

    Turn 3

    The Cold Ones charged the Skrox unit in the centre whilst his crossbowmen reformed in an attempt to shoot at my Skirmishers. His spearmen finally moved, shuffling to face off against the Saurus. Snake eyes turned up for magic roll so nothing happened. His central crossbowmen finished off where the Salamander started and killed the rest of the unit. A bit upsetting but I can't complain about the Salamander's performance. His other unit of crossbowmen failed their Ld test to shoot my Skirmishers. The Bolt Thrower missed the Saurus in the centre. The Hero had no choice but to face my champion in challenge and won with an overkill of 3. The Cold One Knight killed a Skink before the Kroxigors killed off both models, the unit reformed to its original facing to head towards the crossbowmen.
    I started by declaring a charge against the crossbowmen with the Skrox unit but failed to make it in, his stand and shoot killing 3 Skinks and felling the wounded Kroxigor. The magic phase was low again with only an Iceshard Blizzard being cast on his central Crossbowmen, that was until my friend asked an innocent question about my Priest's Magic Items. I'd forgotten about the Statuette and unleashed it as his Sorceress, a roll of a 5 followed by a 6 ended her participation. He didn't find that sequence of events as funny as I did. My skirmishers killed 2 more crossbowmen but not enough to cause a Panic Test.

    Turn 4

    His Spearmen successfully charged my Saurus in the middle whilst his central crossbowmen took aim at the Skrox unit bearing down on them. His right Crossbowmen reformed again in an attempt to finally finish off the skirmishing skinks. With the Sorceress' head splattered all over her companions armour there was no magic this round. His crossbowmen, hindered by the Blizzard only killed 2 Skinks with their shooting. While the other unit killed a further 4 Skirmishers and the rest panicked and fled. The Bolt Thrower hit the last Kroxigor square in the chest but luckily only rolled 1 wound. His Spearmen did well and killed 3 Saurus whilst his unit champion also killed my champion in a duel. Again, boo. The Saurus killed 5 in return and I lost the combat by 1 but passed my break test.
    I charged with my Skrox unit into the central crossbowmen who killed 6 Skinks with bolts, causing me to take a panic test which thankfully I passed. The skirmishers failed to rally and legged it even further from the action. I cast an Iceshard Blizzard on the crossbowmen again and then Miscast on my Harmonic Convergence on the Saurus with a double 6. Thankfully my Priest simply went a little bit daft and forgot both Convergence and the Wind Blast I had yet to use. Combat saw 5 Skinks dead to the crossbowmen before I killed 4 in return and won the combat thanks to my standard, rank and charge bonus. His unit failed the break test and fled only to be caught by their victors. The unit followed through (ooh-err!) and charged into the Bolt Thrower lurking behind. In the main combat in the centre the Elves killed 2 Saurus before losing 5 of their number and breaking, out running the slower Saurus.

    Turn 5

    As soon as his Spearmen failed to rally my opponent conceded as they would not be able to do anything in the following turn if they were to rally.

    So a pleasing debut win! :)

    We didn't count VP's but the lizards were firmly in control by the end so I was very pleased. I was helped alot by my opponent taking a small expensive unit in a small points game, especially when the Salamander torched 3 of them! he then didnt have any attacking units at all which allowed me to control the battlefield to a certain extent.

    I was also fortunate that he rolled very poorly for his magic dice whilst I rolled well for mine. After the Skink Chief got the sharp end of the stick in the very first shot of the game I thought it might be a bad day at the office but the guys hung in there.

    For my next game I might swap one unit of the skirmishers for 6 Chameleons to see how they do. I've read lots of impressive and positive comments about them on the forums here so will try them out.

    A thank you to the guys who offered advice etc before this game, if anyone else has any more ideas or suggestions, particularly on where I should spend my next 500pt bracket (to make my games 1,500pts) then please shout up.

    Cheers
     
  6. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Good report. For your 1500 slot, you should include a slann and chameleons. Also, get another salamander (with the extra snack). Even at 1500 points, I will run at least 2 salamanders. I will have at least 6 chameleons as well (10 would be better, never take a stalker though, not worth it). The slann would need to be etheral and have the plaque of tepok for +1 spell (5 Life) BSB with the Leadership banner and the crown of command to make him stubborn. That way you do not have to have a unit of temple guard. If you do take temple guare, stick to th base number of 10 (that will leave your rear open though, 16 will fully protect the slann).
     
  7. Wildboar
    Skink

    Wildboar New Member

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    Yeah I will definately be taking a Slann as I'm looking forward to using one. I might include a small unit of Terradons (mainly because I have just finished sticking them together!)

    Before I start looking at 1,500 pt games I still have the second of my 1,000pt round robin games this afternoon against High Elves. The only thing I'm thinking of swapping is dropping one unit of skirmishers and taking a 6 strong unit of Chameleons to see how they perform.

    I'll post the results later on today.

    Thanks again for the ideas.
     
  8. casper slok
    Skink

    casper slok New Member

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    Arli,

    are you addicted to chameleons and salamanders?

    or are they really so good? since my salamander never do so much damage,
    stegadon is better (also expensiver) but Id even prefer using dogs of war instead of salamanders 0o.
     

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